Monday, January 3, 2011

General Rules: Monsters - Ceratosaur

Ceratosaur (from Serpent Kingdoms)
Huge Animal

Hit Dice: 14d8+70 (133 hit points)
Initiative: +6
Speed: 40 feet
Armor Class: 15 (-2 size, +2 Dexterity, +5 natural); touch 10, flat-footed 13
BAB/Grapple: +10/+25
Attack: Bite +15 melee (4d8+10, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +15 melee (4d8+10, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 15 feet by 15 feet/10 feet
Special Attacks: Rend 2d8+10
Special Qualities: Low-light vision, scent
Saves: Fortitude +13, Reflex +11, Will +6
Abilities: Str 24, Int 2, Wis 15, Dex 14, Con 18, Cha 10
Skills: Listen +9, Move Silently +8, Spot +10
Feats: Improved Initiative, Run, Skill Augmentation (Listen and Spot), Toughness, Track
Environment: Warm forests
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 15 - 28 Hit Dice (Huge); 29 - 42 Hit Dice (Gargantuan)

The ceratosaur derives all its nourishment from meat. When hungry, this massive predator is the bane of any creatures in its way.

Measuring between 24 and 30 feet from nose to tail, the ceratosaur walks on two strong legs and has a bulky body, heavy bones, and a massive tail. Its strong, serpentine neck supports a lizardlike head with a short horn protruding from its snout. Its eyes are large, and it has two short brow ridges plus several bony knobs above its eyes and on top of its head. Its arms are short, ending in four-fingered hands.

Combat
The ceratosaur is not subtle in combat. It tries to catch prey by surprise, then relies on its speed and its powerful jaws to make the kill. If a pair of ceratosaurs is hunting together, one usually makes its presence known, causing prey to bolt into the waiting clutches of its partner.

Rend (Ex): A certaosaur that wins a grapple check after a successful bite attack establishes a hold, latching onto the opponent's body and shaking it to tear the flesh. This attack automatically deals 2d8+10 points of damage.

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